Why five minutes? It's not always enough
#1
Posted 09 June 2008 - 07:53 AM
Why not make it ten minutes? Sure, it would make the match marginally longer, but even in a one day format you're not usually shooting more than nine or ten stages in a day. Sometimes you won't need all ten minutes and can start early, so it's probably only going to add 30 minutes or so to a match. Thoughts?
TY23298
SOB #8 The Selfincriminator
Never argue with an idiot. They'll just drag you down to their level and beat you with experience!
#2
Posted 09 June 2008 - 07:57 AM
#4
Posted 09 June 2008 - 08:12 AM
ETA:
On a full day or multi-day format you can be a bit more flexable but not much. On a multi-day format the MD's generally feel that the shooters have enough time to look at stages before hand that they should need no more than a 5 minute refresher before they shoot.
This post has been edited by Scout454: 09 June 2008 - 08:16 AM
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#5
Posted 09 June 2008 - 08:35 AM
G-ManBart, on Jun 9 2008, 07:53 AM, said:
boy, there have been quite a few stages where 0:10 would not be enough but I am getting better at it. That said, if you opened it up to 0:10 on a stage it would have to be all the stages since there would probably be protests on who decides how much time is "enough". A D-shooter may not have the same POV as an A shooter. Starting a stage early would be a possibility but only if ALL the squad members agree. I don't think you can count on that. I guess it depends on how many stages are shot per day and the time of year. I know for a fact that Area 2 would not work well with an extra 0:50 tacked on without dropping a stage from the schedule. (November has pretty short days)
<Soap_Box>
What would help a little is that the squad walkthrough should be done by the shooting order where the lead-off shooter leads the conga line and gets to set the pace. Let the first couple shooters get a good look. The following folks can check things out as they tape. And, when you get done walking a stage, please go around the outside and don't block the people coming up behind you!
</Soap_Box>
edit: linky to earlier discussion
This post has been edited by ChuckS: 09 June 2008 - 08:43 AM
#6
Posted 09 June 2008 - 09:48 AM
G-ManBart, on Jun 9 2008, 10:53 AM, said:
Why not make it ten minutes? Sure, it would make the match marginally longer, but even in a one day format you're not usually shooting more than nine or ten stages in a day. Sometimes you won't need all ten minutes and can start early, so it's probably only going to add 30 minutes or so to a match. Thoughts?
Define marginally longer?
5 minutes x 10 stages = nearly an extra hour. (that is an extra 2.5 hrs for your RO's over a multi day match)
In my CRO experience, shooters will use up all the time available to them...unless it is an extra simple stage.
How about we get rid of the memory stages.
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#7
Posted 09 June 2008 - 10:36 AM
Flexmoney, on Jun 9 2008, 12:48 PM, said:
The last match director I asked about that said he meant to throw out the memory stages.
But he forgot.
-Musashi
#9
Posted 09 June 2008 - 12:12 PM
Being one to have some trouble with memory stages I have focused on different
ways to memorize quickly.
I think its part of the "game" and its fine the way it is. Its just another skill that needs to be developed...
#10
Posted 09 June 2008 - 01:05 PM
Just kidding, but I do wish there was a way to work those walkthroughs on stages where we lefties are going the opposite way. It was a pretty awkward on a couple stages this weekend. Everyone in my squad was great but it really just doesn't work well at all with people heading in opposite directions. When I was far enough down the order I would run through it after a couple other shooters rather than tape/brass/set steel. Not a great solution, but I think it interfered with other shooters the least.
Amazingly lucky man married to the woman of his dreams, surrounded by great friends in this community and living in the Sonoran desert at the epicenter of the practical shooting universe. My glass isn't half full, my mug is overflowing.
#11
Posted 09 June 2008 - 01:54 PM
Quote
Neomet, on Jun 9 2008, 02:05 PM, said:
Just kidding, but I do wish there was a way to work those walkthroughs on stages where we lefties are going the opposite way. It was a pretty awkward on a couple stages this weekend. Everyone in my squad was great but it really just doesn't work well at all with people heading in opposite directions. When I was far enough down the order I would run through it after a couple other shooters rather than tape/brass/set steel. Not a great solution, but I think it interfered with other shooters the least.
Just to drift a little more, we had 3-gun match director who was a lefty ???
Ever shoot a rifle weak side ? Not ecxactly something you practice, you would have loved it,
it could go both ways...
#12
Posted 09 June 2008 - 06:02 PM
Flexmoney, on Jun 9 2008, 10:48 AM, said:
G-ManBart, on Jun 9 2008, 10:53 AM, said:
Why not make it ten minutes? Sure, it would make the match marginally longer, but even in a one day format you're not usually shooting more than nine or ten stages in a day. Sometimes you won't need all ten minutes and can start early, so it's probably only going to add 30 minutes or so to a match. Thoughts?
Define marginally longer?
5 minutes x 10 stages = nearly an extra hour. (that is an extra 2.5 hrs for your RO's over a multi day match)
In my CRO experience, shooters will use up all the time available to them...unless it is an extra simple stage.
How about we get rid of the memory stages.
First off, I'd be 100% in favor of ditching memory stages completely. I know it's part of the game, but I don't have to like them. I've actually had some great results on total memory stages because I had the right plan and enough time to burn it in. Other times I've walked up, knowing I didn't have enough time to burn it in and well....crashed and burned. I think it's just wrong to trash someone's match because they really didn't get much of a chance to walk through a stage.
Marginally longer was probably too generic a term. I don't see why the match director couldn't add extra time on hard/long/complicated stages and subtract some on shorter, easier stages. At the VA/MD sectional, we had two classifiers. Does anyone really need five minutes to burn in "7"? Uh....surrender start, three paper and one steel....okay, we ready to shoot?
If we did that, it might not make the matches much longer. I'd be okay with an extra 30-45 minutes if it made things a little more fair for everyone. R,
TY23298
SOB #8 The Selfincriminator
Never argue with an idiot. They'll just drag you down to their level and beat you with experience!
#13
Posted 09 June 2008 - 06:12 PM
You're shooting Steel like an A class shooter. Why are you shooting the Paper so slowly? ---- Dave Marques, Production Nationals, 2005
This is a game of high-speed precision. If you don't precisely plan what you want to happen, there's not much chance that it will. ---- Brian Enos, 2004
#14
Posted 09 June 2008 - 06:50 PM
Nik Habicht, on Jun 9 2008, 07:12 PM, said:
Almost every big match I've been to in the last year has had at least one or two stages where 5min wasn't close to being enough to really figure out how you're going to shoot it. Some take that long just to figure out which targets you can see from what position, and which ones you can see from more than one position etc. When that happens, you aren't really doing a walkthrough when the stage is being reset for you, you're still figuring it out, which is quite different. R,
TY23298
SOB #8 The Selfincriminator
Never argue with an idiot. They'll just drag you down to their level and beat you with experience!
#15
Posted 09 June 2008 - 10:21 PM
G-ManBart, on Jun 9 2008, 09:50 PM, said:
Nik Habicht, on Jun 9 2008, 07:12 PM, said:
Almost every big match I've been to in the last year has had at least one or two stages where 5min wasn't close to being enough to really figure out how you're going to shoot it. Some take that long just to figure out which targets you can see from what position, and which ones you can see from more than one position etc. When that happens, you aren't really doing a walkthrough when the stage is being reset for you, you're still figuring it out, which is quite different. R,
Isn't that part of the challenge in this game? I've shot plenty of stages where I couldn't figure out the best plan in five minutes; and plenty of others where I saw the plan almost instantly, while others in my crew were still struggling.....
....I think we all bring different skills to the stage breakdown table. So instead of focusing on "Five minutes isn't enough," let me ask how much time is enough? How much is too long? Keep in mind it needs to work for club and major matches, for everything from a half-day format to a multiday format.....
You're shooting Steel like an A class shooter. Why are you shooting the Paper so slowly? ---- Dave Marques, Production Nationals, 2005
This is a game of high-speed precision. If you don't precisely plan what you want to happen, there's not much chance that it will. ---- Brian Enos, 2004
#16
Posted 09 June 2008 - 10:40 PM
Nik Habicht, on Jun 9 2008, 10:21 PM, said:
Exactly. Sometimes you just have to stop looking at every possible way to shoot a stage, pick a plan and go for it.
#18
Posted 10 June 2008 - 12:30 AM
You plan your match in terms of stages (available on the range) and days you want to run your match.
Let's assume a 10 stages match, run for one single day.
Then you decide if you want to run a half-day of full-day match: we will run a full day match format.
This means that you will have 10 squads for the whole day.
Now full day usually means 8:00-17:00, with a half hour (12:30-13:00) lunch break.
A 8 hours 30 mins timeframe to complete 10 stages means 51 minutes for each squad on each stage.
At this point you have to allocate time for squadding, briefing and walkthrough, individual stage runs, scoring and resetting, to determine squads size.
Let's assume 3 mins for squadding and equipment checks, 2 minutes for briefing and 5 minutes for stage walkthrough: this leaves about 40 minutes for individual runs, scoring and resetting.
Assuming 3 minutes for the above, you can confidently run 12/13 competitors squads (13x3=39 mins) in your match and still have some spare time for unforeseen events that might slow you down.
If you want to increase the walkthrough time, you either have to reduce the time for individual runs and resetting (total squad time on stage stays the same), reduce number of competitors per squad (but less overall income), or enlarge the timeframe for the whole match (more time on stage per squad: 5 additional minutes walkthrough per squad will roughly mean one additional hour): this latter option might not prove feasible due to daylight conditions.
This post has been edited by Skywalker: 10 June 2008 - 12:32 AM
------------
I have strong opinions, that I like to discuss in a civil manner.
#19
Posted 10 June 2008 - 01:59 AM
10 Minutes on the longer stages sound a lot better to me. At the moment I see it as just another hurdle to overcome.
Who is Mike?
#21
Posted 10 June 2008 - 04:33 AM
9x21, on Jun 10 2008, 03:17 AM, said:
If you're finalizing your plan when you're on deck, you're already toast...that's the point I'm trying to make.
TY23298
SOB #8 The Selfincriminator
Never argue with an idiot. They'll just drag you down to their level and beat you with experience!
#22
Posted 10 June 2008 - 06:59 AM
9x21, on Jun 10 2008, 04:17 AM, said:
I agree with this as well. The first 5 minute walk through gives you a chance to look and see where all the targets are. You make sure you know where they are and where they have to be shot from and get an idea of what your plan is. Then when you are the on-deck shooter you can make sure you have your positions right and really implant the final plan in your head.
Chris
STI - Drive it like you stole it!!
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#23
Posted 10 June 2008 - 07:10 AM
I am not saying the shooters shouldn't be allowed the prep time at the start position but I have been known to ask AYR as they are still moving their hands between the start position and the gun.
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#24
Posted 10 June 2008 - 11:16 AM
Resjudicata, on Jun 10 2008, 07:59 AM, said:
9x21, on Jun 10 2008, 04:17 AM, said:
I agree with this as well. The first 5 minute walk through gives you a chance to look and see where all the targets are. You make sure you know where they are and where they have to be shot from and get an idea of what your plan is. Then when you are the on-deck shooter you can make sure you have your positions right and really implant the final plan in your head.
Chris
Go ask a GM and ask if they're really implanting the final plan when they're on-deck. I'd venture that none will say that is what they're doing. They've got it burned in well before they're on-deck.
I've seen stages where it took almost five minutes to figure out which targets can be seen from more than one position....like having to put a ball cap on a target and then go check from more than one port/position to see how many places it's visible from. Then do the same thing for another target, etc. The last Area-2 had two stages I can think of off the top of my head like that. If you're burning up your five minutes doing that, you're not going to come up with a plan in time.
Yes, sometimes it's possible to come a day early, but not always and it seems a bit unfair to penalize people who don't have that advantage. I want to win or lose based upon how I shoot and not whether I had more time to game a stage than the next guy. R,
TY23298
SOB #8 The Selfincriminator
Never argue with an idiot. They'll just drag you down to their level and beat you with experience!
#25
Posted 10 June 2008 - 01:57 PM
G-ManBart, on Jun 10 2008, 02:16 PM, said:
How the heck is putting a ball cap on a target during the walkthrough legal?
You're shooting Steel like an A class shooter. Why are you shooting the Paper so slowly? ---- Dave Marques, Production Nationals, 2005
This is a game of high-speed precision. If you don't precisely plan what you want to happen, there's not much chance that it will. ---- Brian Enos, 2004

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